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e-Sports, Sports and Physical Activity

Yıl 2018, , 84 - 96, 31.12.2018
https://doi.org/10.30769/usbd.457545

Öz

Rapid growth in the
field of technology is affecting the sports field as well as every area,
causing new developments. Playing and watching competitive video and computer
games both led to the outbreak of the concept of electronic sports (e-Sport). e-Sport
has both physical and mental characteristics. At the same time, it is one of
the most important characteristics of being played in virtual or computer
environment, not requiring serious financial resources according to modern
sports in terms of facility or equipment, is possible to perform this sport
everywhere in the world, can be performed individually or with a team and
requires particular tools to perform. At least 400 million people are e-Sport
audience, more than 100 million people are e-Sport players in the world and at
least 7 million people in our country are players and spectators in e-Sport. e-Sport
has just started to develop in Turkey. In the literature, there are some
considerations which argues that e-Sport is a sport or not a sport. In this
context, the aim of this study is to introduce the definition of e-Sport, its
development process, its place in the world and in our country and similar and
different aspects of modern sports that not played in electronic environments
and its relationship with physical activity. 

Kaynakça

  • Akın, E. (2008). Elektronik spor: Türkiye’deki elektronik sporcular üzerine bir araştırma. (Yüksek lisans tezi). Anadolu Üniversitesi Sağlık Bilimleri Enstitüsü.
  • Aktuna, H. C., ve Ünlüönen, K. (2017). Yeni bir turizm çeşidi olarak elektronik spor turizmi. Gazi Üniversitesi Turizm Fakültesi Dergisi, 2(2017), 1-15.
  • Argan, M., Özer, A., Akın, E. (2006). Elektronik spor: Türkiye’deki siber sporcuların tutum ve davranışları. Spor Yönetimi ve Bilgi Teknolojileri Dergisi, 1(2), 1-11.
  • Ballard, M., Gray, M., Reilly, J., Noggle, M. (2009). Correlates of video game screen time among males: body mass, physical activity, and other media use. Eating behaviors, 10(3), 161-167.
  • Biddiss, E., & Irwin, J. (2010). Active video games to promote physical activity in children and youth: a systematic review. Archives of pediatrics & adolescent medicine, 164(7), 664-672.
  • Coşkun, E., ve Öztürk, M. C. (2016). Steam dünyası: dijital oyun bloglarına yönelik bir değerlendirme. Gümüşhane Üniversitesi İletişim Fakültesi Elektronik Dergisi, 4(2), 678-702.
  • Crawford, G., & Gosling, V. K. (2009). More than a game: Sports-themed video games and player narratives. Sociology of Sport Journal, 26(1), 50-66.
  • Daley, A. J. (2009). Can exergaming contribute to improving physical activity levels and health outcomes in children? Pediatrics, 124(2), 763-771.
  • DiFrancisco-Donoghue, J., & Balentine, J. R. (2018). Collegiate eSport: Where Do We Fit In? Current sports medicine reports, 17(4), 117-118.
  • Foley, L., & Maddison, R. (2010). Use of active video games to increase physical activity in children: a (virtual) reality? Pediatric exercise science, 22(1), 7-20.
  • Gao, Z., Chen, S., Pasco, D., Pope, Z. (2015). A meta‐analysis of active video games on health outcomes among children and adolescents. Obesity reviews, 16(9), 783-794.
  • Graf, D. L., Pratt, L. V., Hester, C. N., Short, K. R. (2009). Playing active video games increases energy expenditure in children. Pediatrics, 124(2), 534-540.
  • Guttmann, A. (1978). From ritual to record: Columbia University Press (p, 224). New York.
  • Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet research, 27(2), 211-232.
  • Haskell, W. L., Lee, I.M., Pate, R. R., Powell, K. E., Blair, S. N. et al. (2007). Physical activity and public health: updated recommendation for adults from the American College of Sports Medicine and the American Heart Association. Circulation, 116(9), 1081-1093.
  • Hemphill, D. (2005). Cybersport. Journal of the Philosophy of Sport, 32(2), 195-207.
  • Honey, M., & Kanter, D. E. (2013). Design, make, play: Growing the next generation of STEM innovators: (s,50-70).New York: Routledge.
  • Hutchins, B. (2006). Computer gaming, media and e-Sport. In V. Colic-Peisker, F. Tilbury, & B. McNamara (Eds.), TASA 2006 Conference Proceedings (pp. 1-9). Perth WA Australia: Sociologial Association of Australia.
  • Jenny, S. E., Manning, R. D., Keiper, M. C., Olrich, T. W. (2017). Virtual (ly) athletes: Where eSports fit within the definition of “sport”. Quest, 69(1), 1-18.
  • Jenny, S. E., & Schary, D. P. (2015). Motion-based video game and authentic wall/rock climbing: motivations and perceptions of novice climbers. International Journal of Technology in Teaching & Learning, 11(1), 35-49.
  • Jonasson, K., & Thiborg, J. (2010). Electronic sport and its impact on future sport. Sport in Society, 13(2), 287-299.
  • Kirriemuir, J. (2002). Video gaming, education and digital learning technologies. D-lib Magazine, 8(2), 1-12.
  • Kocadağ, M. (2017). Elektronik spor kariyeri ve eğitim. Doğu Anadolu Sosyal Bilimlerde Eğilimler Dergisi, 1(2), 49-63.
  • LeBlanc, A. G., Chaput, J.P., McFarlane, A., Colley, R. C., Thivel, D. et al. (2013). Active video games and health indicators in children and youth: a systematic review. PloS one, 8(6), e65351. doi: 10.1371/journal.pone.0065351.
  • Maddison, R., Foley, L., Ni Mhurchu, C., Jiang, Y., Jull, A. et al.(2011). Effects of active video games on body composition: a randomized controlled trial. The American journal of clinical nutrition, 94(1), 156-163.
  • Maddison, R., Mhurchu, C. N., Jull, A., Jiang, Y., Prapavessis, H. et al. (2007). Energy expended playing video console games: an opportunity to increase children’s physical activity? Pediatric exercise science, 19(3), 334-343.
  • Martončik, M. (2015). e-Sports: Playing just for fun or playing to satisfy life goals? Computers in human behavior, 48, 208-211.
  • Oh, Y., & Yang, S. (2010). Defining exergames & exergaming. Proceedings of Meaningful Play, 1-17.
  • Örs, A., Çolak, E., Son, M., Güzelordu, D., Çolak, T. et al.(2018). Spor Bilimleri Fakültesi öğrencilerinin e-spor bilgi düzeylerinin araştırılması. Kocaeli Üniversitesi Sosyal Bilimler Dergisi, KOSBED, 35: 121 - 127.
  • Parry, J. (2018). E-sports are Not Sports. Sport, Ethics and Philosophy, 1-16. https://doi.org/10.1080/17511321.2018.1489419.
  • Peng, W., Crouse, J. C., & Lin, J.H. (2013). Using active video games for physical activity promotion: a systematic review of the current state of research. Health Education & Behavior, 40(2), 171-192.
  • Peng, W., Lin, J.H., & Crouse, J. (2011). Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games. Cyberpsychology, Behavior, And Social Networking, 14(11), 681-688.
  • Schaeperkoetter, C. C., Mays, J., Hyland, S. T., Wilkerson, Z., Oja, B. et al. (2017). The “new” student-athlete: An exploratory examination of scholarship eSports players. Journal of Intercollegiate Sport, 10(1), 1-21.
  • Suits, B. (2007). The elements of sport. (W.J. Morgan Ed.) In Ethics in sport. Champaign: Human Kinetics. pp: 9-19.
  • Sween, J., Wallington, S. F., Sheppard, V., Taylor, T., Lianos, A. A. et al. (2014). The role of exergaming in improving physical activity: a review. Journal of Physical Activity and Health, 11(4), 864-870.
  • Üçüncüoğlu, M., ve Çakır, V. (2017). Modern spor kulüplerinin espor faaliyetlerine ilgi gösterme nedenleri üzerine bir araştırma. İnönü Üniversitesi, Beden Eğitimi ve Spor Bilimleri Dergisi, 4(2), 34-47.
  • Wagner, M. G. (2006). On the Scientific Relevance of eSports.. In H. R. Arabnia (ed.), International Conference on Internet Computing (p./pp. 437-442), : CSREA Press. ISBN: 1-60132-005-1.
  • Witkowski, E. (2012). On the digital playing field: How we “do sport” with networked computer games. Games and Culture, 7(5), 349-374.
  • Wood, E., & Attfield, J. (2005). Play, learning and the early childhood curriculum London: SAGE Publications Ltd. DOI: 10.4135/9781446280393.
  • Yükçü, S., ve Kaplanoğlu, E. (2018).UİK e-Spor Endüstrisi. Uluslararası İktisadi ve İdari İncelemeler Dergisi, (17. UİK Özel Sayısı): 533-550. DOI: 10.18092/ulikidince.435207.

e-Spor, Spor ve Fiziksel Aktivite

Yıl 2018, , 84 - 96, 31.12.2018
https://doi.org/10.30769/usbd.457545

Öz

Teknoloji alanında
yaşanan hızlı gelişmeler her alanda olduğu gibi spor alanını da etkileyerek
yeni gelişmelerin ortaya çıkmasına neden olmuştur. Rekabete dayalı video ve
bilgisayar oyunlarının hem oynanması hem de izlenmesinin elektronik spor (e-Spor)
kavramının doğmasına neden olmuştur. e-Spor, hem fiziksel hem de zihinsel bir
takım özellikleri içerisinde barındırmaktadır. Bununla birlikte, sanal veya
bilgisayar ortamında oynanması, tesis veya ekipman bakımından modern sporlara
göre ciddi finansal kaynak gerektirmemesi, dünyanın her yerinde bu sporu icra
edebilme olanağı, bireysel ve takım halinde oynanması ve doğasına özgü araç
gereci gerektirmesi en önemli özelliklerindendir. Dünya’da en az 400 milyon
kişi e-Spor seyircisi, 100 milyondan fazla kişi e-Spor oyuncusu ve ülkemizde en
az 7 milyon kişi e-Spor oyuncusu ve izleyici olarak yer almaktadır. -Spor
Türkiye’de yeni gelişmekte olan bir spor dalıdır. Literatürde e-Spor’un bir
spor olduğunu savunan görüşlerle birlikte spor olmadığını savunan görüşler de
mevcuttur. Bu bağlamda, bu çalışmanın amacı e-
Spor’un tanımından, gelişim sürecinden, dünyada ve
ülkemizdeki yerinden bahsetmek ve elektronik ortamda oynanmayan modern
sporlarla benzer ve farklı yönlerini ve fiziksel aktivite ile ilişkisini ortaya
koymaktır. 

Kaynakça

  • Akın, E. (2008). Elektronik spor: Türkiye’deki elektronik sporcular üzerine bir araştırma. (Yüksek lisans tezi). Anadolu Üniversitesi Sağlık Bilimleri Enstitüsü.
  • Aktuna, H. C., ve Ünlüönen, K. (2017). Yeni bir turizm çeşidi olarak elektronik spor turizmi. Gazi Üniversitesi Turizm Fakültesi Dergisi, 2(2017), 1-15.
  • Argan, M., Özer, A., Akın, E. (2006). Elektronik spor: Türkiye’deki siber sporcuların tutum ve davranışları. Spor Yönetimi ve Bilgi Teknolojileri Dergisi, 1(2), 1-11.
  • Ballard, M., Gray, M., Reilly, J., Noggle, M. (2009). Correlates of video game screen time among males: body mass, physical activity, and other media use. Eating behaviors, 10(3), 161-167.
  • Biddiss, E., & Irwin, J. (2010). Active video games to promote physical activity in children and youth: a systematic review. Archives of pediatrics & adolescent medicine, 164(7), 664-672.
  • Coşkun, E., ve Öztürk, M. C. (2016). Steam dünyası: dijital oyun bloglarına yönelik bir değerlendirme. Gümüşhane Üniversitesi İletişim Fakültesi Elektronik Dergisi, 4(2), 678-702.
  • Crawford, G., & Gosling, V. K. (2009). More than a game: Sports-themed video games and player narratives. Sociology of Sport Journal, 26(1), 50-66.
  • Daley, A. J. (2009). Can exergaming contribute to improving physical activity levels and health outcomes in children? Pediatrics, 124(2), 763-771.
  • DiFrancisco-Donoghue, J., & Balentine, J. R. (2018). Collegiate eSport: Where Do We Fit In? Current sports medicine reports, 17(4), 117-118.
  • Foley, L., & Maddison, R. (2010). Use of active video games to increase physical activity in children: a (virtual) reality? Pediatric exercise science, 22(1), 7-20.
  • Gao, Z., Chen, S., Pasco, D., Pope, Z. (2015). A meta‐analysis of active video games on health outcomes among children and adolescents. Obesity reviews, 16(9), 783-794.
  • Graf, D. L., Pratt, L. V., Hester, C. N., Short, K. R. (2009). Playing active video games increases energy expenditure in children. Pediatrics, 124(2), 534-540.
  • Guttmann, A. (1978). From ritual to record: Columbia University Press (p, 224). New York.
  • Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet research, 27(2), 211-232.
  • Haskell, W. L., Lee, I.M., Pate, R. R., Powell, K. E., Blair, S. N. et al. (2007). Physical activity and public health: updated recommendation for adults from the American College of Sports Medicine and the American Heart Association. Circulation, 116(9), 1081-1093.
  • Hemphill, D. (2005). Cybersport. Journal of the Philosophy of Sport, 32(2), 195-207.
  • Honey, M., & Kanter, D. E. (2013). Design, make, play: Growing the next generation of STEM innovators: (s,50-70).New York: Routledge.
  • Hutchins, B. (2006). Computer gaming, media and e-Sport. In V. Colic-Peisker, F. Tilbury, & B. McNamara (Eds.), TASA 2006 Conference Proceedings (pp. 1-9). Perth WA Australia: Sociologial Association of Australia.
  • Jenny, S. E., Manning, R. D., Keiper, M. C., Olrich, T. W. (2017). Virtual (ly) athletes: Where eSports fit within the definition of “sport”. Quest, 69(1), 1-18.
  • Jenny, S. E., & Schary, D. P. (2015). Motion-based video game and authentic wall/rock climbing: motivations and perceptions of novice climbers. International Journal of Technology in Teaching & Learning, 11(1), 35-49.
  • Jonasson, K., & Thiborg, J. (2010). Electronic sport and its impact on future sport. Sport in Society, 13(2), 287-299.
  • Kirriemuir, J. (2002). Video gaming, education and digital learning technologies. D-lib Magazine, 8(2), 1-12.
  • Kocadağ, M. (2017). Elektronik spor kariyeri ve eğitim. Doğu Anadolu Sosyal Bilimlerde Eğilimler Dergisi, 1(2), 49-63.
  • LeBlanc, A. G., Chaput, J.P., McFarlane, A., Colley, R. C., Thivel, D. et al. (2013). Active video games and health indicators in children and youth: a systematic review. PloS one, 8(6), e65351. doi: 10.1371/journal.pone.0065351.
  • Maddison, R., Foley, L., Ni Mhurchu, C., Jiang, Y., Jull, A. et al.(2011). Effects of active video games on body composition: a randomized controlled trial. The American journal of clinical nutrition, 94(1), 156-163.
  • Maddison, R., Mhurchu, C. N., Jull, A., Jiang, Y., Prapavessis, H. et al. (2007). Energy expended playing video console games: an opportunity to increase children’s physical activity? Pediatric exercise science, 19(3), 334-343.
  • Martončik, M. (2015). e-Sports: Playing just for fun or playing to satisfy life goals? Computers in human behavior, 48, 208-211.
  • Oh, Y., & Yang, S. (2010). Defining exergames & exergaming. Proceedings of Meaningful Play, 1-17.
  • Örs, A., Çolak, E., Son, M., Güzelordu, D., Çolak, T. et al.(2018). Spor Bilimleri Fakültesi öğrencilerinin e-spor bilgi düzeylerinin araştırılması. Kocaeli Üniversitesi Sosyal Bilimler Dergisi, KOSBED, 35: 121 - 127.
  • Parry, J. (2018). E-sports are Not Sports. Sport, Ethics and Philosophy, 1-16. https://doi.org/10.1080/17511321.2018.1489419.
  • Peng, W., Crouse, J. C., & Lin, J.H. (2013). Using active video games for physical activity promotion: a systematic review of the current state of research. Health Education & Behavior, 40(2), 171-192.
  • Peng, W., Lin, J.H., & Crouse, J. (2011). Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games. Cyberpsychology, Behavior, And Social Networking, 14(11), 681-688.
  • Schaeperkoetter, C. C., Mays, J., Hyland, S. T., Wilkerson, Z., Oja, B. et al. (2017). The “new” student-athlete: An exploratory examination of scholarship eSports players. Journal of Intercollegiate Sport, 10(1), 1-21.
  • Suits, B. (2007). The elements of sport. (W.J. Morgan Ed.) In Ethics in sport. Champaign: Human Kinetics. pp: 9-19.
  • Sween, J., Wallington, S. F., Sheppard, V., Taylor, T., Lianos, A. A. et al. (2014). The role of exergaming in improving physical activity: a review. Journal of Physical Activity and Health, 11(4), 864-870.
  • Üçüncüoğlu, M., ve Çakır, V. (2017). Modern spor kulüplerinin espor faaliyetlerine ilgi gösterme nedenleri üzerine bir araştırma. İnönü Üniversitesi, Beden Eğitimi ve Spor Bilimleri Dergisi, 4(2), 34-47.
  • Wagner, M. G. (2006). On the Scientific Relevance of eSports.. In H. R. Arabnia (ed.), International Conference on Internet Computing (p./pp. 437-442), : CSREA Press. ISBN: 1-60132-005-1.
  • Witkowski, E. (2012). On the digital playing field: How we “do sport” with networked computer games. Games and Culture, 7(5), 349-374.
  • Wood, E., & Attfield, J. (2005). Play, learning and the early childhood curriculum London: SAGE Publications Ltd. DOI: 10.4135/9781446280393.
  • Yükçü, S., ve Kaplanoğlu, E. (2018).UİK e-Spor Endüstrisi. Uluslararası İktisadi ve İdari İncelemeler Dergisi, (17. UİK Özel Sayısı): 533-550. DOI: 10.18092/ulikidince.435207.
Toplam 40 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Spor Hekimliği
Bölüm Derleme
Yazarlar

Rüstem Mustafaoğlu 0000-0001-7030-0787

Yayımlanma Tarihi 31 Aralık 2018
Gönderilme Tarihi 5 Eylül 2018
Yayımlandığı Sayı Yıl 2018

Kaynak Göster

APA Mustafaoğlu, R. (2018). e-Spor, Spor ve Fiziksel Aktivite. Ulusal Spor Bilimleri Dergisi, 2(2), 84-96. https://doi.org/10.30769/usbd.457545

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